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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Offline
Offline Last Active Private
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#7113376 Single to Archetype Game

Posted by Tinkerer Bartholomew Melon on 06 August 2018 - 05:46 PM

/skip

 

Ninja'd before I was finished..




#7110353 [SOFU] Necro Fusion

Posted by Tinkerer Bartholomew Melon on 16 July 2018 - 07:06 PM

... I just thought of a possible good candidate for this... http://yugioh.wikia....wiki/Worm_ZeroIt may compromise most of it's effects, but at the very least you are more likely to pull off the 6 or more effect and have real big beater. Just need to find a good way for Worms to mill their own Deck. XD


Snake Rain


#7110119 Generic Cards [WRITTEN]

Posted by Tinkerer Bartholomew Melon on 15 July 2018 - 11:45 AM

Cyberse Nomad
EARTH *
Cyberse/Tuner/Effect
(Quick Effect): you can Special Summon this card from your hand or GY if you control no monsters in the Main Monster Zone. If this card is Special Summoned: Destroy all other monsters you control (min. 1), then, you can send 1 Set card from the field to the GY. You can only Special Summon "Cyberse Nomad" once per turn.
0/2000

Reverse Blast Archfiend
DARK 6*
Fiend/Effect
If your opponent activates a monster effect and they control no Set Spell/Trap cards: you can Special Summon this card from your hand, and if you do, look at your opponent's hand, then you can destroy a number of cards on the field up to the number of Spell/Trap cards in their hand.
2400/1000

Battle, Standby!
Continuous Spell
Swap the Standby and Battle phases.


Just a few random cards with odd utility.


#7109441 Single to Archetype Game

Posted by Tinkerer Bartholomew Melon on 11 July 2018 - 07:26 AM

Sunlight Fenriss
LIGHT ****
Beast/Effect
Once per turn: you can excavate the top card of your Deck. If it is a "Sunlight" card, add it to your hand. Otherwise, place it on the bottom of your Deck.
1900/700

Sunlight Pegasus
LIGHT ***
Winged Beast/Tuner/Effect
Once per turn: you can declare the name of the bottom card of your Deck and reveal it. If you call it correctly, add it to your hand. Otherwise, send it to the GY. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" card in your GY; add it to your hand.
800/1700

Sunlight Phoenix
LIGHT ***
Winged Beast/Tuner/Effect
If this card is added to your hand by a card effect: you can Special Summon it. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" monster in your GY; Special Summon it.
1500/400

Sunlight Sphynx
LIGHT ****
Beast-Warrior/Effect
Once per turn: You can excavate the top card of your Deck. If it is a Continuous Spell, add it to your hand. Otherwise, place it on the bottom of your Deck.
1400/2000

Sunlight Hippogriff
LIGHT ****
Winged Beast/Effect
If you excavate exactly 1 card: you can Special Summon this card from your hand. When this card is Summoned: excavate the top card of your Deck. If it is a "Sunlight" Monster, Special Summon it. Otherwise, place it on the top or bottom of your Deck.
1600/1200

Sunlight Manticore
LIGHT 7*
Beast/Tuner/Effect
If you control a "Sunlight" non-Tuner Monster: you can Special Summon this card from your hand, and if you do, reduce its level by 4 and it's ATK by 1000. Once per turn, if you excavate a card: you can banish the bottom card from your Deck face-down. If this card destroys an opponent's monster by battle or is used for the Synchro Summon of a Synchro Monster: you can add 1 card banished by this card to your hand. You can only control 1 "Sunlight Manticore"
2800/1000


Sunlight Starbeam
Continuous Spell
If a "Sunlight" card is excavated by a card effect: when the effect resolves, draw 1 card. You can pay 800 LP; Normal Summon 1 "Sunlight" Monster. You can only gain each effect of "Sunlight Starbeam" once per turn.

Sunlight Straight Sword
Equip Spell
Equip only to a "Sunlight" Monster, "Ancient Fairy Dragon" or "Power Tool Dragon". The equipped monster gains 800 ATK. If the equipped monster destroys an opponent's monster by battle, you can draw 2 cards, then place 1 card from your hand on the bottom of your Deck. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can excavate the top card of your Deck. Add it to your hand or send it to the bottom of the Deck. If this card is sent from the field to the GY: place it on the bottom of your Deck. You can only use each effect of this card's name once per turn.

Mare Mare


#7109283 [Writing Discussion] Is it possible to write a passive villain?

Posted by Tinkerer Bartholomew Melon on 10 July 2018 - 10:15 AM

So I actually saw an old English professor the other day and I decided to ask him this question. His thoughts generally boiled down to:

"The word 'villain' is too strong. You can write a passive antagonist, but even that is less of that character being a villain and more of someone getting in the protagonist's way unintentionally."

The example he gave was: "boy has crush on girl, girl isn't interested." If the boy was the protagonist, then, for the most part, the girl is a passive antagonist. What might be even more direct is if the girl had a crush on someone else. The "someone else" would be an even more obvious antagonist, even if said person has absolutely no connection with the protagonist (making them potentially even more passive).

By nature of their passivity though, it seems fairly obvious that shifting the focus of a story even a little bit can make a passive villain into a protagonist. Writing one appears to be a challenge to stay focused.


#7108678 Single to Archetype Game

Posted by Tinkerer Bartholomew Melon on 06 July 2018 - 07:59 AM

Beaver Guardian
EARTH ****
Beast-Warrior
600/2000

Beaver Lancer
EARTH ****
Beast-Warrior/Effect
This card inflicts piercing damage. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can Special Summon 1 “Beaver” monster from your hand or Deck except “Beaver Lancer”.
1600/1700

Beaver Magician
EARTH ****
Beast-Warrior/Effect
Once per turn: you can discard 1 Spell/Trap card; Special Summon 1 Normal Monster with more DEF than ATK from your hand or Deck. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can target 1 card on the field; destroy it.
1100/1600

Beaver Scout
EARTH ****
Beast-Warrior/Effect
This card is treated as a Normal Monster on the field. If you control no monsters, or all the monsters you control are Normal Monsters with more DEF than ATK, you can Special Summon this card from your hand. If you control another Normal Monster with more DEF than ATK when this card is Summoned: you can add 1 “Beaver” monster from your Deck to your hand except “Beaver Scout”
800/1000

Lord of Beavers
EARTH ****
Beast-Warrior/Effect
Cannot be Normal Summoned. If you control a Normal Monster with more DEF than ATK, you can Special Summon this card from your hand. When a “Beaver” monster(s) is used as Material for the Summon of a monster from the Extra Deck, you can activate 1 of the following effects:
- Draw 1 card, then you can Special Summon 1 “Beaver” monster from your hand.
- Destroy 1 card on the field, then you can send 1 “Beaver” card from your Deck to the GY.
You can only control 1 “Lord of Beavers”.
2000/2050

Den of Beavers
Trap
Special Summon 2 “Beaver” monsters from your hand or Deck (except “Lord of Beavers”). 1 of those monsters must be a Normal monster. You can only Special Summon 1 type of monster from your Extra Deck the turn you activate this effect (Fusion, Synchro, Xyz, Pendulum, Link). You can banish this card from your GY; Special Summon 1 Normal Monster with more DEF than ATK from your GY. You can only activate one effect of this card’s name once per turn.

Beaver Buster
Trap
Destroy all monsters your opponent controls whose DEF is less than the total DEF of all Normal monsters you control. You can banish this card from your GY; Special Summon 1 “Beaver” monster from your hand. If you Special Summoned a Normal Monster using this effect: draw 1 card. You can only activate one effect of this card’s name once per turn.

Appropriate


#7108325 [SOFU] Condemned Witch

Posted by Tinkerer Bartholomew Melon on 04 July 2018 - 12:12 PM

Oh cool.  The basic Cloudians got a tutor card.




#7107694 Candle in the D'ark (Tuner that banishes entire hand face-down)

Posted by Tinkerer Bartholomew Melon on 30 June 2018 - 04:27 PM

This has Advanced Section quality, IMO. At worst, an easy monster to Summon that gives the cost back if you use it as Synchro/Link/Fusion material; at best, it will do that while triggering cards that float when they are banished, namely Metaphys and the recent Thunder Dragons. Plus it gets Needlefiber support, and you can even leave it on the field for a potent banish removal in a pinch. Or Summon it during the opponent's turn somehow for the End Phase banishment.

 

Oh, also it's searchable by Sage of Eyes of Blue, for whatever that's worth.

 

Unfortunately, it can't trigger banish floating effs since it banishes the cards face-down.

 

I didn't notice the Level 1 LIGHT Tuner support via the Blue-Eyes cards.  That's actually really neat.  Summon Sage, grab this, Sage into Linkuriboh, SS this, Kuri/Candle into Needlefiber plays.




#7107095 [PAC] PokéFire Growlithe & Arcanine

Posted by Tinkerer Bartholomew Melon on 27 June 2018 - 07:14 AM

On their own, these are fairly tame and straightforward. As far as I can tell, they really don’t have much help in irl yugioh from their type/attribute, so for the most part most real benefit will come from the PAC.

The permanent stat reduction effect is one that is actually really good, but not seen too much. It actually couples pretty well with Magcargo and possibly lets the latter’s destruction effect go off a little more often. On its own, Growlithe gives you a means to run over most level 4s, though it fairly unlikely that the opp would just keep a random 4 on the field (but I suppose control monsters like Denko Sekka or Thunder King Rai-Oh, or stun 4s like the Koa’ki Mierus this would be good against).

Arcanine just takes Growlithe’s Effect up to 11, pretty much letting it run over anything conventionally. Being able to inflict an easy 1300 is nothing to laugh at either (especially with the time rules).

Despite that, both are kinda “eh”. They really are just big beaters at heart so they don’t add much to a board, nor are they great at breaking boards. Growlithe has the benefit of the PAC’s Lavaridge Gym (pretty much enabling it to run over pretty much anything under level 8/Rank 7), but that’s pretty much it so far. Can’t really say much to change it without hurting flavor though.


#7106978 BREAKING NEWS: Dad fights Tyrannosaurus Rex with his bare hands and wins.

Posted by Tinkerer Bartholomew Melon on 26 June 2018 - 01:35 PM

Note to self: T-Rex arms are too small to catch these hands. Or anyone’s hands.


#7106308 Small Wave Big Wave

Posted by Tinkerer Bartholomew Melon on 22 June 2018 - 11:00 PM

...making WATERs float?

 

I think I giggled a little too hard at this.  I'm sleepy.

 

But in all honesty, that looks like the only purpose.  Mermails have a few things that'd trigger, but yeah.  On the other side of things, the WATER Timelords can't be destroyed by this card once they hit field, and you can make Zaphion draw extra cards by using it as Link fodder, so you could possibly use this for that.

 

*shrug*

 

I just really wanted to point out your statement Darj.




#7106188 Make a Link Monster Game

Posted by Tinkerer Bartholomew Melon on 22 June 2018 - 03:09 PM

Explody the Friendly Bomb
FIRE Link: N
Pyro/Link/Effect
1 Link 2 or higher monster
When this card is Link Summoned: Destroy this card and a number of other cards on the field, equal to the Link Rating of this card's material.
100/LINK 1

Materials: 1 Monster you control in the Extra Monster Zone




#7106069 Single to Archetype Game

Posted by Tinkerer Bartholomew Melon on 21 June 2018 - 11:01 PM

 Hayabusa Janissary

WIND ***

Warrior/Effect

During the Battle Phase: you can Special Summon this card from your hand.  When this card is Normal or Special Summoned: increase the ATK of 1 monster you control by 800.

1100/300

 

Hayabusa Halberdier

WATER ***

Warrior/Effect

The original ATK and DEF of all your opponent's monsters is halved.

700/1500

 

Haybusa Artilerist

FIRE ***

Warrior/Effect

If a monster you control destroys a monster your opponent controls by battle: your opponent takes damage equal to the ATK of the destroyed monster.

500/1900

 

Hayabusa Flock-Flank Training

Spell

You can add 1 or 2 "Hayabusa's Devotion" cards from your Deck to your hand.  If you add 2, you cannot declare an attack this turn.  You can only activate 1 "Hayabusa Flock-Flank Training" per turn.

 

Hayabusa's Devotion to Ares

Continuous Spell

If a "Hayabusa" monster you control declares an attack: you can Special Summon 1 "Hayabusa" monster from your Deck whose Attribute is different from the Attributes of all monsters you control, but it cannot declare an attack this turn.  You can only gain this effect of this card's name once per turn.  If a monster you control destroys a monster by battle and/or inflicts damage to your opponent: you can target 1 "Hayabusa" monster you control; your opponent's monsters lose ATK equal to that target's ATK until the End Phase.

 

Hayabusa's Devotion to Osiris

Continuous Trap

If a "Hayabusa" monster you control is destroyed: you can target 1 "Hayabusa" monster with a different Attribute in your GY; Special Summon that target.  You can only use this effect of this card's name once per turn.  If a "Hayabusa" monster destroys an opponent's monster by battle: you can banish that monster, and if you do, inflict 300 damage to the opponent.

 

Hayabusa's Devotion to Huitzilopochtli

Normal Spell

Your opponent cannot Special Summon monsters in attack position.  Your opponent cannot activate the effects of monsters whose printed ATK is higher than the original ATK of any "Hayabusa" monster you control.  This card remains face up on the field for 2 of your opponent's turns.

 

 

Hecatrice ~OR~ Valhalla, Hall of the Fallen




#7105932 Make a Link Monster Game

Posted by Tinkerer Bartholomew Melon on 21 June 2018 - 02:47 PM

Spirit of Dark Envelopment
DARK Link: S
Fiend/Link/Effect
1 “Helpoemer”
A “Helpoemer” that was sent from your side of the field to the GY as Link Material for the Link Summon of this monster is treated as being destroyed by battle. This card cannot be destroyed by battle. All attack position monsters your opponent controls must attack this turn if able. Once per turn (Quick Effect): you can change all monsters your opponent controls to attack position, also, any monster whose battle position was not changed by this effect has its effects negated until the end of the phase.
1400/LINK 1

Link that helps die rolls or coin flips


#7104742 Psyko Beast [WRITTEN] (WIP)

Posted by Tinkerer Bartholomew Melon on 15 June 2018 - 06:54 AM

Hello, fine peoples!

I've had this idea for an archetype for a while and I'd ended up writing it down, but I'd never gotten around to posting it. The reason it is currently still a WIP is because I needed to rework the Spell/Trap lineup and I hadn't initially made Synchros at all despite the deck's focus on constantly having tuners and non-tuners on the field at the same time.

Field Spell


I needed to start with the field spell just because the rest of the archetype would be kinda underwhelming otherwise. The card is simple: it lets you attack your own monsters. The ATK boost/drop is relatively negligible but it is permanent and it even lets you modulate your opponent's Psyko Beasts in a mirror match.

Monsters


With the field spell out of the way, these should make sense. The non-Tuners are predators while the tuners are prey and they get effects that reflect this. Thematically, they link their life with the opponent so that the opponent feels the pain of their death.

Extra Deck


Again, more of an afterthought than the focus. I wanted to make sure these are bosses that could stand to be used despite their restrictions and with the EMZ (even though the monsters could probably put up Links pretty easily). Probably overdid Calf though.

I plan to finish these up when I get to a computer, but any CnC so far would be much appreciated.

Cheers!